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The free <span class="bold">Shadwen Demo</span>, where you can try out your silent killing techniques in a bleak medieval environment, is now available for Windows, Mac, and Linux, DRM-free on GOG.com.



Time stands still, as Shadwen lurks behind a dark corner, wishing that the little girl cowering beside her didn't have to witness the brutal scene that is about to unfold. But maybe she won't. Perhaps there is another way to get past these guards, climb on that scaffold and continue on her mission to assassinate the king. Before you take any action time stands still, allowing you to change plans on the spot and even rewind failed attempts. Killing might not be necessary, as long as Shadwen manages to stay hidden.

In anticipation of the stealth-action game, where you move freely among the shadows of a gritty medieval setting, developers Frozenbyte are releasing the <span class="bold">Shadwen Demo</span> and GOG.com is jumping in on the action! You will have the opportunity to sample Shadwen's light-footed scaling and stealth-assassination mechanics in a fully-playable area of the game and win awesome prizes in the process. The demo will be available on our store between February 24th and February 29th but, once added, you will be able to access it from your GOG.com library forever. All individual scores of those playing the demo will contribute to a global community score; the higher the global tally, the lower Shadwen's launch price will be. Head <span class="bold">here</span> for more details.


GOG.com CONTEST
We decided to do something extra for all the GOGers out there who want to try the free demo, so we are launching our own parallel contest where you must lunge #fromtheshadows for a chance to win awesome Shadwen swag!

The basics:
—Grab the <span class="bold">Shadwen Demo</span> and reach the end of the level without raising alarms, suspicions, or your blade against the guards. Staying hidden earns you more points.
—Screenshot the stat screen: Complete the demo level scoring as many points as you can, then post the image(s) below or tweet them at <span class="bold">twitter/GOGcom</span> with the "#fromtheshadows @GOGcom" tags.
—Grab sweet swag: The 10 highest-scoring assassins will get a Shadwen t-shirt and a free copy of Shadwen, courtesy of Frozenbyte. In case more than 10 entries are tied for the top spots, their submissions will enter a raffle.



So put on your soft leather gloves, don your darkness-colored robes, and exercise your rope-throwing: unsung glory and awesome prizes await!
The event will last until February 29th. Winners will be announced in the forums soon afterwards.



Contest Winners Announced!
The winners are in!

Due to an in-game bug making it impossible to do an undetected + no kill run worth 1600 points, there was a bit of confusion about eligible entries. To make things fair, we considered both the never-detected runs (1100 points) and kill-everyone runs (1110 points) to be eligible for the grand prizes — but with no more than one entry per person.

Since there were more than 10 eligible entries, we ran a raffle powered by the random number generator at random.org

And the winners are:
RabidGears
Goatbrush
w0lf1k
LiefLayer
Sablelune
Aningan
Aceso
Pixelion
GothaBlutauge
@Asaldar_


Thanks for playing Shadwen on GOG! We'll be reaching out to the winners individually to get your T-Shirt sizes and addresses. In the meantime... stay hidden, friends.
Free stuff's always cool. Tanks Gog.
Now that I'm done, I'm messing around with it. I found a cheat mode in the settings. F5 moves you forward, ignoring collisions. F6 moves you up, also ignoring collisions. Nice for some cool screenshots on top of the castles. No way to move the orphan that I can find. It'd be fun to get a 1100 score and 0 kills, 0 caution, 0 alarm. :)

On that note, there are commands in there that may help Linux people who were having the same mouse problems as me. There are lots of options and I don't know what would fix it. It seems to go bad for me when I'm hitting Shift, Backspace and CTRL a lot.

Happy stalking, everyone! And if FrozenByte sees this, well done! I've never played a game quite like this. I bet with a bit of storytelling, you could really make a powerfully emotional game here. Good luck on launch! Hope you don't have to pay us to buy it! :) Down many dollars in the past several hours already!
Post edited February 26, 2016 by Tallima
That took a few tries, but 1110 finally! :D

It doesn't seem to tally up all the playthroughs, anyone else the same? Just my first run maybe? and most recent. Not sure.

For those who were getting detected randomly by the two tower guards at the end - it appears to be the elevator which triggers them. It's right at the start of the ascent to the final part, If you get too close to it you automatically use the lever.

The buggy part seems to be that even if you reverse time after that point, the elevator still starts to rise when you resume time regardless of where you're standing. When it hits the top the guards become alert.
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huan: Never detect is possible with rewind, it just means that no guard noticed anything strange in the timeline you chose to accept (their outline turns yellow when they do). I made the same error, but rewind doesn't break it. As for distraction, don't forget you have rope attachable to anything wooden. Just attach it to a create from a distance, make few steps, let it loose and quickly get away. You have two mechanical toys too if there are no suitable creates nearby.
Ah, then it could be slightly easier that I imagined.
I know about the rope: that's how I previously dropped crates on the guards ; )

Wait.. don't the outlines always turn yellow, even with the crates and the toy?
(plus the silly kid)

The devs should add a "mission status" panel, like in the original Thief.

.
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Tallima: I found a cheat mode in the settings. F5 moves you forward, ignoring collisions. F6 moves you up, also ignoring collisions.
Oh lol you h4xor :P
Post edited February 26, 2016 by phaolo
Hi, anyone knows how the controls are mapped to the controller? I can't find a way to select and place traps with it...
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phaolo: ... Wait.. don't the outlines always turn yellow, even with the crates and the toy?
(plus the silly kid)
...
Yes they do. That's why I think it's impossible to do no-kill no-detect run - few of the guards just stare at the only possible way, and you can't distract them without spoiling no-detect. They turn yellow when you murder them too, but that one doesn't count, unless other guard sees it.
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gamescanbe.850: Hi, anyone knows how the controls are mapped to the controller? I can't find a way to select and place traps with it...
Not 100% sure b/c I used a keyboard, but there is a bindings and controller section in the options. Not sure if it has bindings though.

If you can't find them, the keyboard numbers on the top of the letters are weapon selectors.
Greetings everyone!

So, where should I start? I attached the two most successful runs I had so far (doubt they 'll get better really), and I had the same scores as the ones already posted really. 1100 for the no-kill run (21 cautions total), and 1110 for the kill-everyone/no-detect run. I really would love to see someone making the no-kill, no-detect run. To me seems nearly impossible (there are at least 4 spots in Lily's way where the guards have no patrol routes at all and I can't think of a way for her to get past them without creating a distraction) but I 'm really no expert in this genre so I can't say it's impossible.

Generally I think the demo left a very good impression. I had a lot fun playing so far, trying to improve, trying to find the best possible routes, how to not kill anyone, how to kill everyone, generally -for a demo- it felt really good. The time manipulation mechanic is amazing to say the least. It made the game really unique, you could really "craft" your perfect playthrough. I wonder if it's purely a game mechanic or it's going to be also incorporated somehow in the game's story. I liked the inclusion of the traps, they all seem really interesting, although I couldn't find how to turn the silent dart trap while holding it so I could force it to face the direction I wanted. The movement is generally smooth, but the grappling hook feels a little awkward and hard to use, probably with a little bit of practice it will become easier tho. The enemy AI I feel is good, I mean it was fair, I don't remember a point where I was like "how did he spot me from there" or "how did he hear that", it was straight up fair and predictable, and that's what you want. Now one thing I want to note, it's somewhat tied to the AI, and the whole "no-detect/no-kill" thing. Let's say there are some barrels which I drag with my grappling hook (not even throwing them down, just a small movement) in order to cause a distraction. Now the guards will go to check this noise they heard while the same time becoming cautious. The thing is that I can be 5 meters away from the barrels hiding under a bush or something, so realistically the guard(s) should be investigating the noise itself, not really expecting to find a person. It could have been a mouse, a crow, I don't know something, I mention it because in this case they never really "detected" you, they just investigated something, but you won't get the "Never Detected" in the end screen if something like that happens. I am mainly talking about those occasions of course, and not when the guards say something like "State your name and..." where you can say that yeah they spotted you and so you got detected. Anyway, it may be tied to the story somehow and that the guards are always on the look out for Shadwen and Lily, so they attribute any noise to them. Also anyone understood how the "Cautious Guards" number is determined? I mean in the run I attached it says that 21 guards became cautious, but honestly I remember distracting 6-8 different guards in order for Lily to sneak past them. It may be tied to the time they are looking for you somehow?

Anyway, one other thing is worthwhile noting is Lily. First of all the idea is great, and ties perfectly with the time manipulation part of the game. I mean if it weren't for Lily you could probably end the level in 5 minutes no-kill/no-detect, but the existence of Lily is what makes the game more challenging, and in the end what makes it different, giving it its unique soul. Can't complain about her AI much, although she made some runs on her own when she really shouldn't have, other times wouldn't move when I insisted, and she really likes staring at the two guys near the lamp after the first door (thankfully they don't seem to spot her that easily). Ah, also for those noting that you have to keep pressing the Ctrl/Shift/Q button in order for time to progress, you can assign any key in the options menu, in "Toggle Time", which will allow you to let time move normally by pressing it in-game. Every time you start the demo have to set it again tho.

So all in all I think we are going to get a very good game, I didn't expect from the demo to feel so nice, very solid work from Frozenbyte here. Can't wait to see the full release.
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Vatt.ghern: Generally I think the demo left a very good impression. [..]
in this case they never really "detected" you, they just investigated something, but you won't get the "Never Detected" [..] Can't complain about her AI much, although she made some runs on her own when she really shouldn't have [..]
I enjoyed the demo too, so I hope that the final game will be good!
For me the detection without being spotted must be a bug, because it doesn't make sense.
About Lily, I'd prefer if I always had to signal her to move, instead of having her run in front of guards all the time -_-
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KaiFB: ...
Hi, since you're here --

there are people in the thread reporting their screenshot button doesn't work. I know this is solved by third-party software such as Fraps and Greenshot, but please consider implementing taking screenshots natively.

Thank you.
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phaolo: About Lily, I'd prefer if I always had to signal her to move, instead of having her run in front of guards all the time -_-
Taking a wild guess here, but in the full version there may be an option so you can set how she moves (I mean freely or by your command), or even be tied to the difficulty level somehow. Either way, I won't consider it as a bad thing if it stays as is, I mean besides some times where her timing was really (I mean really) bad, she was okay, and she saw openings in order to change cover and progress that I haven't. That being said, having the option to "control" her movement completely would be pretty a good addition.
Post edited February 26, 2016 by Vatt.ghern
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phaolo: About Lily, I'd prefer if I always had to signal her to move, instead of having her run in front of guards all the time -_-
I got the impression that she doesn't run randomly in front of guards. She starts running if her cover is not sufficient and she would be detected anyway, or if there is safe way (and she has pretty good idea what guards can see). If you tell her to stay inside straw heap she will pretty much stay there crouched until you allow her to move. Conversely, she will refuse order to move if it would expose her.
My results:
shadwen_DNKA.jpg - for CONTEST.
shadwen_DNKAND.jpg - OFF-THE-CONTEST (just for those, who interested): WHAT IF Didn't kill anyone + Never detected.

P.S.
Sorry for my bad English - not my native.
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What actually counts as a cautious guard? Is it any guard that turns yellow, if only a second, before they die? I'm still getting 6 cautious guards, and I think that they're the ones that I've had to kill by dropping barrels or boxes on.

Also can the heavily armored guards be killed by stabbing?
Post edited February 26, 2016 by RabidGears
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Loger13: My results:
shadwen_DNKA.jpg - for CONTEST.
shadwen_DNKAND.jpg - OFF-THE-CONTEST (just for those, who interested): WHAT IF Didn't kill anyone + Never detected.

P.S.
Sorry for my bad English - not my native.
How did you do that?
Didn't kill anyone + Never detected.